Closed Joey35233 closed 7 years ago
Are you sure it isn't a DDS with volume flags?
Not sure. According to the Fox shader source code the BRDF uses 3 LUTs, one labeled a Texture3D and we believe with decent certainly that LUT, aka g_lut2 is that reflection_plane texture. What is the difference between a 3d texture and a texture with volume flags?
On Sun, Aug 20, 2017, 6:36 PM Atvaark notifications@github.com wrote:
Are you sure it isn't a DDS with volume flags?
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Oh, I see what you mean. Sorry, it should be a dds but it doesn't seem to have all of the slices, just one. That's what I mean.
Would you mind uploading the files somewhere? Maybe the ftex file doesn't have depth values set or isn't of type 0.
Sure. Here is the code. Not sure if you know HLSL or not, but this shows it should be this one and it should be a 3D texture.
half lookupSpecularPower( float HN, half roughness, half anisoRoughness ) { float3 uv ; uv.x = saturate( HN ); uv.y = roughness ; uv.z = anisoRoughness ; uv.xyz http://uv.xyz = uv.xyz http://uv.xyz uv.xyz http://uv.xyz ; float4 correctParam = float4( 63.0/64.0, 15.0/16.0, 0.5/64.0, 0.5/16.0 ); uv.xyz http://uv.xyz = uv.xyz http://uv.xyz correctParam.xyy + correctParam.zww ; half2 value = TFetch3DH( g_lut2, SamplerLinearClamp, uv.xyz http://uv.xyz ).xy ; value.xy = value.xy value.xy ; return value.x / value.y ; }*
On Mon, Aug 21, 2017, 2:39 AM Atvaark notifications@github.com wrote:
Would you mind uploading the files somewhere? Maybe the ftex file doesn't have depth values set or isn't of type 0 https://github.com/Atvaark/FtexTool/blob/83e7c25f9f9f7d485d2ffbae0953aac473aa5919/FtexTool/FtexDdsConverter.cs#L30 .
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I was talking about the ftex/ftexs files that are apparently missing dimensions when converted to DDS.
Yes. They were attached.
On Mon, Aug 21, 2017, 2:01 PM Atvaark notifications@github.com wrote:
I was talking about the ftex/ftexs files that are apparently missing dimensions when converted to DDS.
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Didn't mean to close it.
The ftex files is actually just 128x128x1. But the converted DDS file should have the volume flag set and the A8R8G8B8 pixel format.
So it's a volume texture with 1 slice? Odd.
On Mon, Aug 21, 2017, 2:58 PM Atvaark notifications@github.com wrote:
The ftex files is actually just 128x128x1. But the converted DDS file should have the volume flag set and the A8R8G8B8 pixel format.
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Hello everybody! I'm new here.
I just registered here because I seem to have a similar problem. Let me try to explain this as briefly as I can.
Here's the default original file, from the game (PES 2018) : http://www19.zippyshare.com/v/YO2wksv1/file.html
I converted it to DDS, edited in Photoshop, but I don't know which options to select when I want to export it back to DDS in order to then convert it to FTEX.
In the previous year version, I could save the LUT as DDS with the following format: 32.32.32.32f ABGR 128 bpp | floating point Volume Texture Generate Mipmaps
And the game would simply read that DDS by itself. But this year they changed the file formats to FTEXs so I need to convert the DDS to FTEX in order for the game to read the LUT file.
I hope you can help me out!
THANKS A LOT!
Please see the other issues for PES related problems.
texture0\Assets\fox\effect\gr_pic\reflection_planes_nomip_rgba32.ftex unpacks to a DDS instead of a volume texture.